using System.Collections.Generic;

namespace GameServer.Template;

public sealed class C_02_CalculateTargetDamage : SkillTask
{
    public bool 点爆命中目标;
    public ushort[] 点爆标记编号;
    public byte 点爆需要层数;
    public bool 失败添加层数;
    public int[] 技能伤害基数;
    public float[] 技能伤害系数;
    public SkillDamageType 技能伤害类型;
    public SpecifyTargetType 技能增伤类型;
    public int 技能增伤基数;
    public float 技能增伤系数;
    public bool 数量衰减伤害;
    public float 伤害衰减系数;
    public float 伤害衰减下限;
    public SpecifyTargetType 技能斩杀类型;
    public float 技能斩杀概率;
    public float 技能破防概率;
    public int 技能破防基数;
    public float 技能破防系数;
    public int 目标硬直时间;
    public bool 目标死亡回复;
    public bool 命中反馈回复;
    public SkillHitFeedback 命中反馈限定类型;
    public SpecifyTargetType 回复限定类型;
    public int HealthRecoveryBase;
    public bool 等级差减回复;
    public int 减回复等级差;
    public int 零回复等级差;
    public bool 增加宠物仇恨;
    public bool 击杀减少冷却;
    public bool 命中减少冷却;
    public SpecifyTargetType 冷却减少类型;
    public ushort 冷却减少技能;
    public byte 冷却减少分组;
    public ushort 冷却减少时间;
    public bool 扣除武器持久;
    public bool GainSkillExp;
    public ushort ExpSkillID;
    public bool ClearTargetStatus;
    public HashSet<ushort> ClearStatusList;

    public bool 伤害不计神圣;
    public ushort AdditionalEffectID;
    public bool 命中概率减少;
    public float 命中减少概率;
    public float 点爆标记增伤;
    public bool 不吸目标蓝量;
    public float[] 技能吸蓝系数;
    public bool 蓝不足转伤害;
    public float[] 技能吸血系数;
}
